121 lines
4.8 KiB
C++
121 lines
4.8 KiB
C++
// Copyright 2018 The Dawn Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#include "dawn_native/d3d12/NativeSwapChainImplD3D12.h"
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#include "common/Assert.h"
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#include "dawn_native/d3d12/DeviceD3D12.h"
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#include "dawn_native/d3d12/TextureD3D12.h"
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namespace dawn_native { namespace d3d12 {
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namespace {
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DXGI_USAGE D3D12SwapChainBufferUsage(WGPUTextureUsage allowedUsages) {
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DXGI_USAGE usage = DXGI_CPU_ACCESS_NONE;
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if (allowedUsages & WGPUTextureUsage_Sampled) {
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usage |= DXGI_USAGE_SHADER_INPUT;
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}
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if (allowedUsages & WGPUTextureUsage_Storage) {
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usage |= DXGI_USAGE_UNORDERED_ACCESS;
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}
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if (allowedUsages & WGPUTextureUsage_OutputAttachment) {
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usage |= DXGI_USAGE_RENDER_TARGET_OUTPUT;
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}
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return usage;
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}
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static constexpr unsigned int kFrameCount = 3;
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} // anonymous namespace
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NativeSwapChainImpl::NativeSwapChainImpl(Device* device, HWND window)
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: mWindow(window), mDevice(device), mInterval(1) {
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}
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NativeSwapChainImpl::~NativeSwapChainImpl() {
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}
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void NativeSwapChainImpl::Init(DawnWSIContextD3D12* /*context*/) {
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}
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DawnSwapChainError NativeSwapChainImpl::Configure(WGPUTextureFormat format,
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WGPUTextureUsage usage,
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uint32_t width,
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uint32_t height) {
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ASSERT(width > 0);
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ASSERT(height > 0);
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ASSERT(format == static_cast<WGPUTextureFormat>(GetPreferredFormat()));
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ComPtr<IDXGIFactory4> factory = mDevice->GetFactory();
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ComPtr<ID3D12CommandQueue> queue = mDevice->GetCommandQueue();
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mInterval = mDevice->IsToggleEnabled(Toggle::TurnOffVsync) == true ? 0 : 1;
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// Create the D3D12 swapchain, assuming only two buffers for now
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DXGI_SWAP_CHAIN_DESC1 swapChainDesc = {};
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swapChainDesc.Width = width;
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swapChainDesc.Height = height;
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swapChainDesc.Format = D3D12TextureFormat(GetPreferredFormat());
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swapChainDesc.BufferUsage = D3D12SwapChainBufferUsage(usage);
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swapChainDesc.BufferCount = kFrameCount;
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swapChainDesc.SwapEffect = DXGI_SWAP_EFFECT_FLIP_DISCARD;
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swapChainDesc.SampleDesc.Count = 1;
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swapChainDesc.SampleDesc.Quality = 0;
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ComPtr<IDXGISwapChain1> swapChain1;
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ASSERT_SUCCESS(factory->CreateSwapChainForHwnd(queue.Get(), mWindow, &swapChainDesc,
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nullptr, nullptr, &swapChain1));
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ASSERT_SUCCESS(swapChain1.As(&mSwapChain));
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// Gather the resources that will be used to present to the swapchain
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mBuffers.resize(kFrameCount);
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for (uint32_t i = 0; i < kFrameCount; ++i) {
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ASSERT_SUCCESS(mSwapChain->GetBuffer(i, IID_PPV_ARGS(&mBuffers[i])));
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}
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// Set the initial serial of buffers to 0 so that we don't wait on them when they are first
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// used
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mBufferSerials.resize(kFrameCount, 0);
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return DAWN_SWAP_CHAIN_NO_ERROR;
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}
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DawnSwapChainError NativeSwapChainImpl::GetNextTexture(DawnSwapChainNextTexture* nextTexture) {
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mCurrentBuffer = mSwapChain->GetCurrentBackBufferIndex();
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nextTexture->texture.ptr = mBuffers[mCurrentBuffer].Get();
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// TODO(cwallez@chromium.org) Currently we force the CPU to wait for the GPU to be finished
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// with the buffer. Ideally the synchronization should be all done on the GPU.
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ASSERT(mDevice->WaitForSerial(mBufferSerials[mCurrentBuffer]).IsSuccess());
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return DAWN_SWAP_CHAIN_NO_ERROR;
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}
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DawnSwapChainError NativeSwapChainImpl::Present() {
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// This assumes the texture has already been transition to the PRESENT state.
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ASSERT_SUCCESS(mSwapChain->Present(mInterval, 0));
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// TODO(cwallez@chromium.org): Make the serial ticking implicit.
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ASSERT(mDevice->NextSerial().IsSuccess());
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mBufferSerials[mCurrentBuffer] = mDevice->GetPendingCommandSerial();
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return DAWN_SWAP_CHAIN_NO_ERROR;
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}
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wgpu::TextureFormat NativeSwapChainImpl::GetPreferredFormat() const {
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return wgpu::TextureFormat::RGBA8Unorm;
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}
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}} // namespace dawn_native::d3d12
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